Special Ammunition: Blunder shells (Shotgun)

These shotgun shells pack a sabot of miscellaneous shrapnel, turning a shotgun into a makeshift blunderbuss.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Blunder
T
4
+1
1
5+
Discharged, Knockback, Pulverize, Scattershot

Discharged: After each use this weapon is treated as having failed an Ammo Check. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. The weapon can be reloaded or reset for later use within the battle as normal (unless it also has the Scarce trait or Limited trait). When using a weapon with this trait in close combat, it can only have one Attack dice allocated to it. Any other Attack dice that would have been allocated to it are allocated to the fighter's other weapon instead, or if the attacker does not have another weapon they are made as unarmed attacks.

Knockback: If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

Pulverize: After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.